[UDK] COLONY 28

Ok, time to start up this tread for some feedback on my latest UDK project. The goal is to create a somewhat functional demo of my game concept which is called "COLONY 28".

COLONY 28 is basically a mystery / exploration game with gameplay that is a mix of games like myst and bioshock. As a boy named Malcholm, the player must explore the vacant underground mining colony that he and his father live in. There are no other characters in the game so the game play will be mainly focused on Malcholms interaction with the environment.

The colony is similar to rapture from bioshock in that it is an isolated colony of people, it is dark, moody, and also decrepit. The overall theme of the colony is art neuveau.

The timeline for this project will be the next six months. So by that time I should have at least a chunk of this game completed.

Replies

ok lets start off with the main character, malcholm. His father just found work in the colony and they recently moved down. Malcholm and his father are very poor and his father took the job underground knowing that it was potentially very dangerous, but the only other option would have been to starve on the surface. Malcholm wakes one day to find the colony deserted. his goal is to find his father, and find out where everyone else has gone as well.

Character development pipeline:
Final Concept:

Its worth noting that Malcholm carries with him a lantern depicted in the concept. this is used to illuminate areas that are dark. Malcholm is very scared of the dark so this is a very useful item.

really cool stuff!
but i don't understand the mix you did of the jacket of the lower boy and the pants of the uper boy, right now it looks a bit like a dress he wears over his shirt, which is somewhat strange, but unusual so i'm not 100% sure if i like it or not

I'll be keeping an eye on this. Looks and more importantly at this stage to me, SOUNDS outstanding. I can see so many potential game play possibilites. I imagine a cross of Bioshock and Resident Evil and Alan Wake.

to 16 bit: no you cannot kill anything because there will be no enemies in the game. its pretty much a mystery exploration game. Most of the tension will come from the eerie environment and elaborate soundscape.

to Neox and oxynary: i have had other people tell me they don't like the froc either, do you think I should get rid of it or are there any minor changes that would make it better?

very quick and dirty mood piece. I am mostly trying to find my direction with this any any later mood pieces. They are by no means the final concepts. This one is for a hall in the metro station of the residential quarters.

to 16 bit: the gameplay and "courage" (health) meter are mostly based on the mechanics of light. Malcholm is scared of the dark, so anytime he is in an area that is very dark, he starts to lose courage. Being in bright, comforting places replenishes courage. The challenge is in that most places in the colony are dark, and some places pitch black. Malcholm is not completely helpless though. He has his lantern which you must relight every so often with matches. flares can also be picked up for short bursts of BRIGHT light. having his lantern or a flare signifiantly cuts down on the courage loss while in dark areas. if your courage meter is completely depleted , Malcholm will freak out and, without the players control, run back to the last bright area.

to 16bit: yes, i want the player to actually feel creeped out in many places. like, i dont know if you have ever had this experience but.. the best way to describe the eerie feeling in some places would be like... if you walked into a very dark room with a flashlight, and the harsh light casts harsh shadows. and there are creepy porcelin dolls in the room... ewww. gives me the creeps.

very good work so far...you have a great sense for detail and feeling for color...also i saw this boy today on your sketchbook and liked it very much...so i'm happy to see you are going for more...i will follow this ...

Sounds and looks good so far! Looks like it might be a pretty eerie game, too bad you spoiled us about there being no enemies though :P Might be tough getting immersed if you know nothing will attack you, but the right lighting and sound setup will remedy that. Looking forward to future updates !

Excellent style man. I'm diggin' this big time.
I'm leaning a bit towards Neox's statement though - not quite sure if I like the "dress" type overshirt that the boy has. It's like a bad mix between a welder's smock and overalls.

Really like that mood piece, but I'm a bit confused as to what "time" period this takes place in. The boy and his clothing make me think 1920s, but the metro and such look more 40s-50s.
Love the way you do your concepts though, seems very efficient !

to skamberin: thanks, glad you like it. the seeting is more like turn of the century to perhaps the 20s, you right about the metro though, i grabbed a base image of a chicago L station. The station probably wont end up looking exactly like that, but in terms of lighting and layout, i think i will keep that feeling.

its also worth noting that this game does not take place on earth but on a planet that is rather similar to earth. The history of the colony is actually a political allegory. The countries and people of this planet are not the same as earth.

This one depicts the flower house. the flower house is essentially a small room that connects to the residential hall. inside the room there are flowers packed onto every wall of the brightly illuminated room. at the back of the room there is a desk and register. This is where the people of the colony buy their flowers. flowers are a very important part of the colony because they remind the people of the surface.

This is a very comforting room for Malcholm. he enjoys spending time here and his courage bar will replenish itself when he is in this room. There are also some useful items to find in this room.

Another quick update on the Environment of my Demo. OK, I have decided to start this game by modeling malcholm's house and the small street area his house is located in. I have a rough map and WIP concept going for his street. I am currently working on the concept art and layout for the interior of malcholm's house. Meanwhile, I have alo started the exterior house in 3d. WILL POST SOON!

This is an item malcholm uses to light his way. Since this is a UDK mod. This item will essentially be a weapon. The game is first person so anytime malcholm has his lantern equipped the player will see it.

This is an important asset because the player will use this item A LOT.